11-30-2011, 06:46 PM | #1 |
Join Date: Mar 2011
Location: Right behind you
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[DF] A bit of help with fortresses, their design, and capture.
So I started my little quest looking for a fortress design book (Similar to the 3.0 D&D book), apperently there isn't one.
So I have a couple questions for the forum regarding said fortresses. 1. How do you handle it when PCs want to take over a fort (or really anything else) that they have cleared out. I recently put my group up against a small group of bandits that had taken over a more or less intact fort (like the ones in Skyrim). They went through and killed them all and now want the fort for themselves. I'm on the fence about this, and if I do let them take it they will need to man it or more bandits will come back and take it over. 2. This has also got me thinking about fortress design, if there's a rather wealthy PC that wants to build and design their own fort how would I price that? I _think_ that there's prices for generic castles in one of the DF books but not stats for the crazy stuff my players come up with. (They're all munchkins, though the fun in out game is in seeing who can be the munchkiniest) To be clear I'm not expecting a long drawn out explanation, just pointing me towards some work/a blog someone has already written on the topic would be cool too. |
11-30-2011, 06:58 PM | #2 |
Join Date: Apr 2006
Location: Brazil
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Re: [DF] A bit of help with fortresses, their design, and capture.
GURPS Low-Tech Companion 3 have some details about building on page 33
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11-30-2011, 06:59 PM | #3 |
Join Date: Mar 2011
Location: Right behind you
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Re: [DF] A bit of help with fortresses, their design, and capture.
I hadn't thought of that, I had only been looking for dedicated books, not books with fortress design in them. Thanks man.
EDIT:: 10$ later I've got the book, it seems pretty good. I'll know for sure once I've actaully read it. Last edited by C4lv1n; 11-30-2011 at 07:08 PM. |
11-30-2011, 07:23 PM | #4 | |
Join Date: Oct 2004
Location: The former Chochenyo territory
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Re: [DF] A bit of help with fortresses, their design, and capture.
Quote:
If you like, you can even address this with the players on a metagame level, "I'm not prepared to run a resource management game right now, and it would derail what I have planned for us to go that direction. If you hand the keep off to the organization of your choice, I'll make it nice for you in other ways."
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My gaming blog: Thor's Grumblings Keep your friends close, and your enemies in Close Combat. |
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11-30-2011, 09:19 PM | #5 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: [DF] A bit of help with fortresses, their design, and capture.
Quote:
It's a great game - they'll want to clear the areas around it. They'll want to raid dungeons to get cash to pay for repairs or upkeep or improvements (and for guards!). They can fend off attacks. They can find that hidden portal in the basement or that the well has a walled-off dungeon entrance in it halfway down the side. And seriously, if I'm a DF PC and bandits keep taking over my fort, when I leave, great, it's a loot magnet. Feel free to move in while I'm gone, because when I come back I'm going to kick your *** and loot you. Word will get around after 1-2 times and a few bandit heads on pikes around the neighborhood.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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11-30-2011, 10:16 PM | #6 | |
Join Date: Mar 2006
Location: Iceland*
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Re: [DF] A bit of help with fortresses, their design, and capture.
Quote:
This might be solved by a Lord Vetinari-ish maneuver, though. Simply arrange for a secret passage into the heart of the fortress known only to yourself and your adventuring companions. If bandits move in to the keep, you sneak in by night and murder them in their sleep.
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Za uspiekh nashevo beznadiozhnovo diela! |
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11-30-2011, 10:45 PM | #7 |
Join Date: May 2007
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Possible sources --
"The English Castle" (book) has a fair number of plans of castles of various eras.
One key thing, as a number of people have hinted, castles cost money. You have to maintain them (there's a reason most modern European castles are in ruins), which means you have to man them, guard them, provision them, provide arms & ammunition (arrows, bolts, & even rocks & not-yet-boiling oil), etc. So you will need some fairly regular income-producing assets or you'll find that you're a prisoner of your own castle. |
11-30-2011, 11:09 PM | #8 | |
Join Date: Mar 2011
Location: Right behind you
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Re: Possible sources --
Quote:
The area is right up against a chain of mountains, the next adventure could be them clearing out some tunnels in a mineral rich area to turn into a mine. |
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12-01-2011, 06:40 AM | #9 | ||
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: [DF] A bit of help with fortresses, their design, and capture.
Quote:
Quote:
__________________
Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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12-01-2011, 06:57 AM | #10 |
Join Date: Apr 2008
Location: Land of the Beer, Home of the Dirndls
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Re: [DF] A bit of help with fortresses, their design, and capture.
Let them take it, and then fight to keep it. I can't be the only one who loves those "last stand" type of situations, or David Gemmell wouldn't have sold that many books…
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dungeon fantasy, fantasy |
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